Custom Crafting Made Easy

Scripted ALFA systems & related tech discussions (ACR)

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Lusipher
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Custom Crafting Made Easy

Post by Lusipher »

A gameplay scripter for Obsidan has come up with a home made tool to let people make their own recipes for NWN2. This is used I suspect with the crafting mechanics in the NWN2 game itself. Here is the link to the scripter:

http://nwvault.ign.com/View.php?view=NW ... tail&id=38

Here is a link to the Thread on the offical NWN2 boards discussing the scripters use and whatnot.

http://nwn2forums.bioware.com/forums/vi ... m=115&sp=0

Could we use this to make our crafting system for ALFA? Seems if people can figure it out we could get somewhere finally on a crafting system. Unless its poo poo'd again by some folks here.
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Ronan
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Post by Ronan »

Making individual recipes is actually pretty easy. The hard part is how they all fit together (if you have a multi-tiered approach) and simply the legwork required to make the vast amounts of components and things.

Honestly I think our best bet at crafting is to burn down FSU so ATD is no longer in law school, and comes back to ALFA :P
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Fionn
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Post by Fionn »

da mad mad midnight bomber wot bombs at midnight wrote:BURN BABY BURN!!!
PC: Bot (WD)

Code: Select all

     -----          -----          -----          -----
    /     \        /     \        /     \        /     \
   /  RIP  \      /  RIP  \      /  RIP  \      /  RIP  \      /
   |       |      |       |      |       |      |       |      |
  *| *  *  |*    *| *  *  |*    *| *  *  |*    *| *  *  |*    *|
_)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_//(/|_)(__)/\\_(
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ç i p h é r
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Post by ç i p h é r »

Thanks for the info Danubus. Having that module would be a great place for us to actually start analyzing the crafting system in NWN2. I'm sure many have already played with it, but I'm not sure if anyone has yet had any time to look at it technically. At the moment, most of us are busy working on writing core scripts, creating blueprints, or building areas, but as always, if someone with free time wishes to dig into this to make heads or tails of it, you have my blessing.

What I'm looking for, specifically, is an explanation of how the system works from A to Z which we can then use to compare against our own ideas of what a crafting system should be. And as Ronan indicated, we will need recipes but that effort I'm more than happy to defer to anyone on the standards team who's willing to take the time to define them. Balance, raw materials, regional resources, realism, and I'm sure many other factors can weigh into this. It just takes mental energy that someone needs to spend, and it certainly doesn't have to fall to any tech.

I've downloaded the mod but it'll have to be a honeymoon for a later date.
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